Age:
mouse guard
Parents: Trevor & Roslyn (Shipwrights) Senior Artisan: Map Master Sampson
Name: Sayble 38
Home: Port Sumac
Mentor: Cassandra of the Watch
Fur Color: Sable
Friend: Roland (Husband)
Guard Rank: Patrol Leader
Enemy: Javier, Sheriff of IIvydale
Fate 1
Cloak Color: Sea blue The weak cannot forgive. Forgiveness is an Belief Playing a attribute of the strong. Belief earns
) One point alllows you to reroll any 6s as new dice
Abilities Raw Abilities
Special Abilities
P:MMMMMMM F: MMMMMM
resources
)
6
P:MMMMMMMMM F: MMMMMMMMM
circles
)
4
P:MMMMMMMMM F: MMMMMMMMM
nature (Mouse)
)
will
)
5
P:MMMMMM F: MMMMM
health
4 )
P:MMMMMM F: MMMMM
basic dice rules
1
Add one die per point spent or tap Nature
Accomplishing a Goal earns a persona point
nature rules
Conditions Always protect the youngsters
Healthy
Playing an Instinct earns a fate point
Advancement
When testing, roll the number of dice listed with your ability or skill. Independent Tests: The player must roll 4s or better (“successes”) equal to the obstacle. Versus Tests: The player must generate more successes than his opponent. I Am Wise: You may add +1D by incorporating one of your related wises. Teamwork: Help from another player adds +1D
Acting with your Nature: Use Nature in place of any relevant skill. Acting against Nature: Use Nature in place of any ability or skill, if test is failed, Nature is taxed by the margin of failure. Tapping Nature: You may spend a persona point to add your Nature rank to any roll aside from Resources and Circles. If outside of your Nature, the ability is automatically taxed by 1. If the roll is failed, Nature is taxed by margin of failure.
)
Skills
Hungry/Thirsty ) -1 to disposition to any conflict.
Angry (Ob 2 Will)
Skill
trait name
trait level
beneificial uses
checks
Weather Sense (1)
1 M+1D per session 2 M+1D per roll 3 M Reroll failed dice
M Used this session — May be used on each roll. M Used this session
M M M M M M M M
Compassion (1)
1 M+1D per session 2 M+1D per roll 3 M Reroll failed dice
M Used this session — May be used on each roll. M Used this session
M M M M M M M M
1 M+1D per session 2 M+1D per roll 3 M Reroll failed dice
M Used this session — May be used on each roll. M Used this session
M M M M M M M M
1 M+1D per session 2 M+1D per roll 3 M Reroll failed dice
M Used this session — May be used on each roll. M Used this session
M M M M M M M M
1 M+1D per session 2 M+1D per roll 3 M Reroll failed dice
M Used this session — May be used on each roll. M Used this session
M M M M M M M M
Permission granted to make copies for personal use.
Skill
Rating
Advancement
orator
)
2
P:MMMMMM F: MMMMM
)
4
Tired (Ob 3 Health) )
healer
)
3
P:MMMMMM F: MMMMM
deceiver
)
P:MMMMMM F: MMMMM
Injured (Ob 4 Health) )
hunter
)
P:MMMMMM F: MMMMM
persuader
)
3
P:MMMMMM F: MMMMM
instructor
)
2
P:MMMMMM F: MMMMM
Boat Crafter
)
2
P:MMMMMM F: MMMMM
pathfinder
)
P:MMMMMM F: MMMMM
Cartographer
)
2
P:MMMMMM F: MMMMM
scout
)
P:MMMMMM F: MMMMM
Tide-wise
)
2
P:MMMMMM F: MMMMM
survivalist
)
P:MMMMMM F: MMMMM
Crime-wise
)
2
P:MMMMMM F: MMMMM
weather watcher
)
6
P:MMMMMM F: MMMMM
Transport-wise
)
2
P:MMMMMM F: MMMMM
)
P:MMMMMM F: MMMMM
Celebrations-wise
)
2
P:MMMMMM F: MMMMM
1: One test during Players’ Turn 2: Recovery check during
)
P:MMMMMM F: MMMMM
)
P:MMMMMM F: MMMMM
GM’s Turn 3: Charge: temporarily elevate
)
P:MMMMMM F: MMMMM
)
P:MMMMMM F: MMMMM
trait for remainder of session 2/4: Recharge trait
)
P:MMMMMM F: MMMMM
)
P:MMMMMM F: MMMMM
-1D to skills, Nature, Will and Health (but not recovery).
Traits
Advancement
fighter
-1 to disposition for all conflicts.
Net, field first aid kit, eye glass, ink, pen, parchment paper
Rating
P:MMMMMM F: MMMMM
)
-1 to disposition for any conflict that uses Will as its base.
Contacts
© 2008 Luke Crane and Ben Morgan.
Rating
Mouse Nature can be used for, escaping, climbing, hiding and foraging.
)
Goal
Gear
5
Advancement
Persona
a fate point
Instinct
Rating
Sick (Ob 4 Will) ) -1D to skills, Nature, Will and Health (but not recovery).
Earning Checks 1: -1D to your ind. or vs. test 2: +2D to opponent’s vs. test 2: Break versus test tie in opponent’s favor
Spending Checks
www.burningwheel.com
P= Pass; successful tests F= Fail; failed tests.
Advancement requires: Passed tests equal to the skill rank and failed tests equal to one less than the rank. Learning a new skill requires: tests equal to Nature rank.
Disposition
conflict goal
conflict mechanics Decide
conflict actions Action 2
Action 3
M Attack M Defend M Feint M Maneuver
M Attack M Defend M Feint M Maneuver
Action 1 M Attack M Defend M Feint M Maneuver
action interactions
-
Attack Defend Feint Maneuver
Attack
Defend
Feint
Maneuver
I
V
*
V
V
I
*
V
*
*
V
I
V
V
I
I
skills by conflict/action Argument
Privately choose one action in each volley.
Attack
Defend Add the margin of success to the disposition. Disposition cannot go higher than the starting total.
Check participants’ conditions. Modify dispositions accordingly.
Choose three actions in private. The GM chooses his actions first.
Reveal first action. The GM reveals his action first. Consult the Actions Table to see how your actions interact. Make Action test. Add any modifiers from gear or weapons. Change disposition accordingly. If either disposition is reduced to 0, stop.
Negotiation
Haggling
Will
Fight
Fighter
Health or Nature
Attack
Defend
Feint
Maneuver
Persuader
Persuader
Persuader or Deceiver
Persuader or Deceiver
Maneuver Spend your margin of success to buy a particular effect. You may buy multiple effects if you can afford it. You can’t buy the same effect twice on the same action.
Scout
Pathfinder
Pathfinder
Scout
Fighter
Nature
Fighter
Nature
Fighter or Hunter
Lore. or Nature
Fighter or Hunter
Lore. or Nature
• Margin of Success 2: Gain position: +2D advantage to your next action.
Haggler
Haggler
Deceiver
Deceiver
Journey
Pathfinder
See descr.
Pathfinder
See descr.
Speech
Orator
Orator
Orator or Deceiver
Orator or Deceiver
Militarist
Militarist or Orator
Militarist
Militarist
• Margin of Success 3: Disarm: remove one of your opponent’s gear or weapons, disable a trait for the remainder of the conflict. Or you may Impede and Gain Position. Independent Obstacle: 0
Test Skill
Argument
Persuader
Add to Base Will
Speech
Orator
Will
Reveal and test for Actions 2 and 3. Same rules as above.
Fight Animal
Fighter or Hunter
Health or Nature
After Action 3, all teams who still have disposition of 1 or more privately choose three more actions. The process continues until all the teams on the players’ side or the GM’s have been reduced to 0 disposition.
Chase
Scout
Nature
Once one side has been reduced to 0 disposition, work out a compromise appropriate to the damage done to the winning team’s disposition.
War
Military
Will
Journey
Pathfinder
Health
Other
Attack skill
GM’s call
sample weapons FIGHT
Independent Obstacle: 0
Conflict Type
Weapon
Fight
War
Feint is a special attack. If played against Defend, the Defender may not test. The Feinter makes an independent test, successes reduce his target’s disposition. If played against an Attack, the Feinting player may not attack or defend. If played against another Feint, make a versus test. The margin of success is subtracted from the loser’s disposition. If played against Maneuver, test Feint at Ob 0. Successes are removed from opponent’s disposition.
Chase
Negotiation
Roll for your starting disposition.
Feint
• Margin of Success 1: Impede: -1D disadvantage to your opponent’s next action.
Fight Animal
State goals. Write them on your sheets.
Attack reduces disposition by margin of success. Independent Obstacle: 0
Determine participants and teams.
To generate a starting disposition for a conflict, test the listed appropriate skill and add those successes to the rating of the listed ability, subtract any condition penalties from that total. Apply condition penalties to the disposition. If acting in a group, all unique penalties apply to the group’s disposition. Check gear (like armor) for disposition bonuses or penalties.
Independent Obstacle: 3.
I= Independent action. Test both separately, both actions can be successful or both can fail. V= Versus. Roll skills or abilities against each other. Highest number of successes wins. *Special. See Feint action description at right.
ConflictType
actions descriptions
the type of conflict.
Starting Disposition
Attack Defend Feint Maneuver Special
Length
Axe
+1s
-1D
-1D
—
—
Normal
Bow
+1D*
—
—
+2D
*Vs Defend only
Missile
Halberd
+1s(axe)
-1D(axe)
-1D(axe)
+1D(spear)
Choose mode
Spear
Hook and Line
-1D
—
—
+1D, +1s
—
Normal
Knife
—
—
—
See Special
As disarm against spear or bow
Normal or Thrown
Shield
—
+2D
—
—
-1D Health
Normal
Sling
—
—
—
+1D
—
Missile
Spear
—
—
—
+1D
—
Spear
Staff
—
—
+1D
—
—
Normal or Thrown
Sword
—
—
—
—
+1D to one action type
Normal
Intimidation
—
—
+1s
+1s
—
—
Deception
—
—
+1s
+1s
—
—
Evidence
+1s
—
—
—
Must have evidence!
—
Roleplay
—
—
—
—
+1D to one action type
—
Promises
—
+1D
—
—
—
—
Repeating
-1D
-1D
-1D
-1D
—
—
ARGUMENT
multiple characters in a team If you have two or more mice in one team, each player takes turns testing for and describing his actions for the team. Two players alternate back and forth. Three players each get one action out of the set of three. If you have four players on one team, which I recommend against, the fourth player starts the next exchange of actions. Then you go around the table again.